<html>
	<head>
		<script type="text/javascript" src="./glMatrix-0.9.5.min.js"></script>
		<script type="text/javascript" src="./utils.js"></script>
		<script type="text/javascript" src="./mopengl.js"></script>
		<script type="text/javascript" src="./wavefrontloader.js"></script>
		<script type="text/javascript" src="./wavefront.js"></script>
		<script type="text/javascript" src="./wavefrontmanager.js"></script>
		<script type="text/javascript" src="./ressourcemanager.js"></script>
		<script type="text/javascript" src="./mouse.js"></script>
		<script type="text/javascript" src="./camera.js"></script>
		<script type="text/javascript" src="./scene.js"></script>

		<script type="xshader/x-fragment" id="fgt_shader" src="fgt_shader.gsl">
			varying highp vec2 vTextureCoord;

			uniform sampler2D imgdata; 

			void main(void)
			{
				gl_FragColor = texture2D(imgdata, vec2(vTextureCoord.s, vTextureCoord.t));
			}
		</script>

		<script type="xshader/x-vertex" id="vtx_shader">
			varying highp vec2 vTextureCoord;

			attribute vec3 currentVertice;
			attribute vec2 currentTexCoord;

			uniform mat4 vMatrix;
			uniform mat4 pMatrix;

			void main(void)
			{
				gl_Position = pMatrix * vMatrix * vec4(currentVertice, 1.0);
				vTextureCoord = currentTexCoord;
			}
		</script>

		<script type="text/javascript">
			function start()
			{
				Mopengl.initWebGl();
				Mopengl.initShaders();
				Mopengl.initDevice();

				Scene.init();
			}
		</script>
	</head>

	<body onload="start();">
		<center>
			<canvas id="canvas" width="720" height="480" ></canvas>
			<div id="debug"></div>
		</center>
	</body>
</html>
